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Death's Toll is one of the best starters for fighting and sustaining in lane while you get a lot of power!
Light Balde will evolve into Asi.
Golden Shard it is always the best choice because will provide you of Golden Gooseberries passive so you will have a really good early push!
Ornate Arrow is insane for team fights in late game because it gives you attack speed, power and an additional critical chances that will work really good with a critical damage based build like this one!
Crimson Claws it is the perfect lifesteal choice because it gives you good ammount of power, attack speed and the passive gives you a shield that can save you in 1vs1 or in other circumstances like getting ganked by the enemy jungler or support!
Envenomed Executioner is a cheap item that enables you to decrease enemies' protections when you hit them with an auto attack and good attack speed stats. Later in lategame you should evolve it to the envenomed because it will decrease enemies healing and shields when they get hitted by an auto.
Rage it is a really good choices for early/mid game because it will provide you with critical chance and power that can be really important for winning trades and do snowball!
Dominance provides you with the essential stats that a hunter needs: attack speed, power, mana sustain and an incredible penetration percentage on basic attacks.
Devoted Deathbringer is a really good choice as last item. It fits perfectly on the crit build because will increase your crit damage and your critical chances. The glyph will also provide you of much power that will help you with the DPS into objectives or structures.
Temporal Beads provides you with immunity to CC and cooldown reduction.
Aegis of Acceleration provides you with immunity to damage that will help you peeling yourself and avoid enemies' ultimate skills or big damages.
This build is meant for competitive because your enemies are supposed to be in communication and playing smart so you will be in most of the cases only hitting tanks or junglers that are trying to kill you. Most of them will have more than 200 hundred physical and magical protections and more than 3000 HP so you will need to have bought penetration items for being able to kill them as quick as possible.
Hastened Fatalis it is a good item for new ADC players, improves your ability of chasing enemy ADC for solo kills.
Phantom Shell is a strong option when the enemy team has an auto attack jungler like Mercury, Kali or Bakasura... instead of buying Aegis as second active (mitigations will save your life while you can use autos).
Bladed Boomerang fits really good in the critical item build, it provides you with good power, attack speed and critical chance. Insane for dueling the other hunter during early game and wining trades. You should always look to buy it instead of Qin's Sais as a third item, always after Executioner.
Odysseus' Bow is pretty cool for farming damage and dealing high amount of damage during team fights in late game. The only problem that it has is that it doesn't provide of any power stat so you will have less DPS.
Titan's Bane it is always a good choice if you need more penetration in your build but I think it is enough if you have bought Executioner and Dominance.
Griffonwing Earrings the best choice for dueling against the other ADC because it gives you a lot of power and attack speed.
Qin's Sais you should always buy this item if you don't know exactly what do build next because of its passive, it is really strong for killing supports and solo laners (tanky gods).
Fail-Not provides you with multiple insane stats like critical chance, penetration, CD and power. It is also good because having some critical chance will be essential for late game fights and more important, doing more DPS to objectives like Fire Gigant, Gold Fury or Pyromancer.
Tap each threat level to view Charybdis’s threats
Tap each synergy level to view Charybdis’s synergies
Hey, this guide is brought to you by TottiGR! I started playing Smite on PC in February 2014. I have been playing competitive since 2016 and I have been a professional Smite player between March 2020 to July 2023. I have played in different teams like JustF6, Gilded Gladiators or Tartarus Titans this last year. I have peaked 3500 MMR GM/Masters in Ranked Conquest on PC every season since 2017. I also made Smite Masters (LAN) 4 times in 2022 so I really think I have the knowledge about guiding the ADC role. I hope you find this guide as a useful learning resource for playing Charybdis as an ADC in your ranked or competitive games!
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Passive - Raging Tides
Passive Attack Speed: The first part of Charybdis' passive is a tide bar that fills up the more she auto attacks. It will fill by 2% for every 1 basic attack, up to 100%. As the bar fills, Charybdis gains passive attack speed, up to 10% + 0.75% per level at 100% tide; this would be 25% bonus attack speed at level 20 at max tide. Item Effect Proc Reduction and Attack Chain The second part of Charybdis' passive is that ALL of her basic attacks deal 30% less damage with item effect procs, not just the 3 fast ones. This primarily affects Qin's Sais and Odysseus' Bow. To clarify, this does not mean her autos do less damage with items or she gets less power, or she crits for less, etc., all it means is that the damage from item effect procs (yellow numbers) is decreased. HOWEVER, she does deal less damage and crit for less on her 3 fast autos, but her first 2 autos do 100% damage each and her 3 fast autos together do 120% damage. This 30% reduction is only talking about ITEM EFFECT PROCS. What does that mean? Imagine a normal hunter having Qin's Sais. They auto 3 times for 300% item effect proc damage because 1 auto does 100%. Now imagine in Charybdis case. In the same time it takes a normal hunter to auto 3 times, she autos 5 times but every auto only does 70% item effect proc damage. If you hit every auto, Charybdis will do 350% damage. However, if you miss even one, she will do less than the 3 autos of a normal auto. |
Ability 1 - Spike Shot
This ability gives Charybdis autos that are similar to Izanami's or Rama's when he has Astral Strike activated. The difference is that it passes through minions, camps, etc., but it stops on enemy gods and splinters in all directions. This ability is mainly used to clear waves, camps, etc., and maybe poke the enemy if they are too close to the wave while you are clearing. This ability does give Charybdis a lot of space because anytime the enemy ADC steps up to clear you can hit them and the wave at the same time. This ability is also very good for building tide. For every enemy hit, you get 2% tide. So hitting all 6 minions even once with this stim gives you 12% tide. It's also good to use in teamfights because of the splinter damage and it also gives you normal autos instead of her 1/1/.4/.4/.4 chain. The splinter damage isn't significant but it's useful. |
Ability 2 - Capsize
This ability is good for clearing waves, camps, etc., as well as dealing damage and shredding protections, slowing, and damaging enemies. The range of this ability is relatively short so you have to be closer to get the damage off, but the protection reduction especially is VERY good, especially against tanks. You only get 40% protection reduction and slow for 4s if you use the full 40% tide required. This requires a longer winding up time as well because the cone has to grow to full size. I will do the math for you real quick: 10% tide consumed: 10% slow, 10% protection reduction, lasts 1s. 20% tide consumed: 20% slow, 20% protection reduction, lasts 2s. Damage scales +10% 30% tide consumed: 30% slow, 30% protection reduction, lasts 3s. Damage scales +20% 40% (max) tide consumed: 40% slow, 40% protection reduction, lasts 4s. Damage scales +30% |
Ability 3 - Whirlpool Form
Charybdis's movement skill. I already said it but this is, in my humble opinion, the BEST ability in Smite. This ability literally makes you untargetable for up to 3 seconds while moving at 20 - 40% increased movement speed. If you are being Neith ulted, Ares ulted, Da Ji ulted, etc., all you have to do is press 3 and they are removed. Normally, if you pass through a tower and then exit the bolt is like a homing missile with a grudge. If you use Whirlpool Form under a tower, it immediately forgets you exist and you will not be hit with a tower shot once you exit the 3. Same with Neith ult, normally it is waiting for you to land from wherever you are. If you go into Whirlpool Form the Neith ult just disappears. Also, this ability does crazy damage for no reason. It is an amazing escape but it's also good to aggro, especially if you have enough tide to amplify it. This ability will not do the knock-up exit damage unless it is amplified but even the munch damage is crazy, especially because they cannot do anything about it. You are untargetable and undamageable while doing damage to them and then knocking them up with burst damage at the end. This ability makes her extremely hard to gank or tower dive. It is an amazing ability and that is why you want to max it 2nd to get it off cooldown faster! REMEMBER! This ability can go through player-made walls - Yemoja ult, Anhur pillar, Ymir wall, Odin cage, Cabrakan wall, etc. |
Ultimate - The Maw Hungers
This ultimate is good for the 6 seconds of CC immunity as well as the increased movement speed. It can be used for escaping, chasing, or doing damage off someone else's setup. What this ability is NOT good for is trying to kill enemies, especially in front of the entire enemy team. The reason for this is (sometimes) you have to stand still to cast it, and you are also standing still the entire duration of the animation. This makes you a giant, fragile, still target that can be one-shot by anyone. You can definitely use this ability in the laning phase when it's just you and one other enemy, but even that is unsafe depending on the matchup. Any enemy can just beads and then get multiple free autos on you while you are stuck in animation. If they are Anhur or something they can just ult your ult and murder you because you are STILL and tanking every single shot. What I would suggest using this ability for primarily is the 6s of CC immunity and the increased movement speed for escaping. You can also use it to secure objectives when there is another carry doing damage (jungler or mage probably). You can also use it when you have a good setup and you are safe enough to stand still for a little while - Ne Zha ult, Kumbhakarna ult, Ymir freeze, etc., all keep the enemy in place long enough for the ult. |
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Hey CookieTheBest, thanks you so much for the comment. Im happy to hear that the build fits perfectly in your games <3